예제 #1
0
        public Tile FindClosestTile(Tile startTile, Func <Tile, bool> isValid)
        {
            // Check to see if we have a valid Tile graph
            if (World.Instance.TileGraph == null)
            {
                World.Instance.TileGraph = new Path_TileGraph(World.Instance);
            }

            // A dictionary of all valid, walkable nodes.
            var nodes = World.Instance.TileGraph.Nodes;

            var start = nodes[startTile];

            var frontier = new SimplePriorityQueue <Path_Node <Tile> >();

            frontier.Enqueue(start, 0f);

            var costSoFar = new Dictionary <Path_Node <Tile>, float>();

            costSoFar.Add(start, 0f);

            Path_Node <Tile> current = null;

            var found = false;

            while (frontier.Count > 0)
            {
                current = frontier.Dequeue();

                if (isValid(current.data))
                {
                    found = true;
                    break;
                }

                foreach (var edgeNeighbour in current.edges)
                {
                    var next = edgeNeighbour.node;

                    var newCost = costSoFar[current] + next.data.MovementCost;

                    if (costSoFar.ContainsKey(next) == false || newCost < costSoFar[next])
                    {
                        costSoFar[next] = newCost;
                        frontier.Enqueue(next, newCost);
                    }
                }
            }

            if (found == false || current == null)
            {
                return(null);
            }

            return(current.data);
        }
예제 #2
0
        private static float HeuristicCostEstimate(Path_Node <Tile> a, Path_Node <Tile> b)
        {
            if (b == null)
            {
                // We have no fixed destination, so probably just looking for an item.
                return(0f);
            }

            return(Mathf.Sqrt(
                       Mathf.Pow(a.data.X - b.data.X, 2) +
                       Mathf.Pow(a.data.Y - b.data.Y, 2)
                       ));
        }
예제 #3
0
        public Path_TileGraph(World world)
        {
            // Loop through all tiles of the world
            // For each Tile, create a node
            //  Do we create nodes for non-floor tiles?  NO!
            //  Do we create nodes for tiles that are completely unwalkable (i.e. walls)?  NO!

            Nodes = new Dictionary <Tile, Path_Node <Tile> >();

            for (var x = 0; x < world.Width; x++)
            {
                for (var y = 0; y < world.Height; y++)
                {
                    var t = world.GetTileAt(x, y);
                    var n = new Path_Node <Tile>();
                    n.data = t;
                    Nodes.Add(t, n);
                }
            }

            // Now loop through all nodes again, creating edges for neighbours
            foreach (var t in Nodes.Keys)
            {
                var n = Nodes[t];

                var edges = new List <Path_Edge <Tile> >();

                // Get a list of neighbours for the Tile
                var neighbours = t.GetNeighbours(true); // NOTE: Some of the array spots could be null.

                // If neighbour is walkable, create an edge to the relevant node.
                foreach (var neighbour in neighbours)
                {
                    if (neighbour != null)
                    {
                        var e = new Path_Edge <Tile>();
                        e.cost = neighbour.MovementCost;
                        if (IsClippingCorner(t, neighbour)) // Discourage routing through diagonal gaps by resetting the movement cost to 0.
                        {
                            e.cost = 0f;
                        }
                        e.node = Nodes[neighbour];

                        // Add the edge to our temporary (and growable!) list
                        edges.Add(e);
                    }
                }

                n.edges = edges.ToArray();
            }
        }
예제 #4
0
        private static float DistanceBetween(Path_Node <Tile> a, Path_Node <Tile> b)
        {
            // We can make assumptions because we know we're working
            // on a grid at this point.

            // Hori/Vert neighbours have a distance of 1
            if (Mathf.Abs(a.data.X - b.data.X) + Mathf.Abs(a.data.Y - b.data.Y) == 1)
            {
                return(1f);
            }

            // Diag neighbours have a distance of 1.41421356237
            if (Mathf.Abs(a.data.X - b.data.X) == 1 && Mathf.Abs(a.data.Y - b.data.Y) == 1)
            {
                return(1.41421356237f);
            }

            // Otherwise, do the actual math.
            return(Mathf.Sqrt(
                       Mathf.Pow(a.data.X - b.data.X, 2) +
                       Mathf.Pow(a.data.Y - b.data.Y, 2)
                       ));
        }
예제 #5
0
        public void Calculate()
        {
            if (World == null)
            {
                throw new InvalidOperationException("Invalid path calculation - no World set");
            }
            if (Start == null)
            {
                throw new InvalidOperationException("Invalid path calculation - no start set");
            }

            // If tileEnd is null, simply search for the nearest objectType, ignoring the A* Heuristic element.
            // Basically, use Dijkstra's algorithm.

            _reachable = true;

            // Check to see if we have a valid Tile graph
            if (this.World.TileGraph == null)
            {
                this.World.TileGraph = new Path_TileGraph(this.World);
            }

            // A dictionary of all valid, walkable nodes.
            var nodes = this.World.TileGraph.Nodes;

            if (_debugVis && End != null)
            {
                UnityEngine.Debug.DrawLine(new Vector3(Start.X, Start.Y, -2), new Vector3(End.X, End.Y, -2), Color.red, Time.deltaTime * 5, false);
                this.World.TileGraph.DebugVis();
            }

            // Make sure our start/end tiles are in the list of nodes!
            if (nodes.ContainsKey(Start) == false)
            {
                UnityEngine.Debug.LogError("Path_AStar: The starting Tile isn't in the list of nodes!");
                _reachable = false;
                return;
            }

            var start             = nodes[Start];
            Path_Node <Tile> goal = null;

            if (End != null)
            {
                if (nodes.ContainsKey(End) == false)
                {
                    UnityEngine.Debug.LogError("Path_AStar: The ending Tile isn't in the list of nodes!");
                    _reachable = false;
                    return;
                }

                goal = nodes[End];
            }


            // Mostly following this pseusocode:
            // https://en.wikipedia.org/wiki/A*_search_algorithm

            var closedSet = new List <Path_Node <Tile> >();

            var openSet = new SimplePriorityQueue <Path_Node <Tile> >();

            openSet.Enqueue(start, 0);

            var cameFrom = new Dictionary <Path_Node <Tile>, Path_Node <Tile> >();

            // Set up the array of G values
            var gScore = new Dictionary <Path_Node <Tile>, float>();

            foreach (var n in nodes.Values)
            {
                gScore[n] = Mathf.Infinity;
            }
            gScore[start] = 0;

            // Set up the array of F values
            var fScore = new Dictionary <Path_Node <Tile>, float>();

            foreach (var n in nodes.Values)
            {
                fScore[n] = Mathf.Infinity;
            }
            fScore[start] = HeuristicCostEstimate(start, goal);

            while (openSet.Count > 0)
            {
                var current = openSet.Dequeue();

                if (goal != null)
                {
                    if (current == goal)
                    {
                        // We have reached our goal!
                        // Let's convert this into an actual sequene of
                        // tiles to walk on, then end this constructor function!
                        ReconstructPath(cameFrom, current);
                        _reachable = true;
                        return;
                    }
                }
                else
                {
                    // Looking for inventory
                    if (current.data.Inventory != null && current.data.Inventory.ObjectType == ObjectType)
                    {
                        // Type is correct
                        if (CanTakeFromStockpile || current.data.Furniture == null ||
                            current.data.Furniture.IsStockpile() == false)
                        {
                            ReconstructPath(cameFrom, current);
                            _reachable = true;
                            return;
                        }
                    }
                }

                closedSet.Add(current);

                foreach (var edgeNeighbor in current.edges)
                {
                    var neighbor = edgeNeighbor.node;

                    if (closedSet.Contains(neighbor))
                    {
                        continue; // ignore this already completed neighbor
                    }
                    // If the neighbour is impassable, give this node an infinite cost
                    var movementCostToNeighbor = Mathf.Infinity;
                    if (!Mathf.Approximately(neighbor.data.MovementCost, 0f))
                    {
                        movementCostToNeighbor = neighbor.data.MovementCost * DistanceBetween(current, neighbor);
                    }

                    var tentativeGScore = gScore[current] + movementCostToNeighbor;

                    if (openSet.Contains(neighbor) && tentativeGScore >= gScore[neighbor])
                    {
                        continue;
                    }

                    cameFrom[neighbor] = current;
                    gScore[neighbor]   = tentativeGScore;
                    fScore[neighbor]   = gScore[neighbor] + HeuristicCostEstimate(neighbor, goal);

                    if (openSet.Contains(neighbor) == false)
                    {
                        openSet.Enqueue(neighbor, fScore[neighbor]);
                    }
                    else
                    {
                        openSet.UpdatePriority(neighbor, fScore[neighbor]);
                    }
                }
            }

            // If we reached here, it means that we've burned through the entire
            // OpenSet without ever reaching a point where current == goal.
            // This happens when there is no path from start to goal
            // (so there's a wall or missing floor or something).
            _reachable = false;

            // We don't have a failure state, maybe? It's just that the
            // path list will be null.
        }
예제 #6
0
        private void ReconstructPath(IDictionary <Path_Node <Tile>, Path_Node <Tile> > cameFrom, Path_Node <Tile> current)
        {
            // So at this point, current IS the goal.
            // So what we want to do is walk backwards through the Came_From
            // map, until we reach the "end" of that map...which will be
            // our starting node!
            var totalPath = new LinkedList <Tile>();

            totalPath.AddLast(current.data); // This "final" step is the path is the goal!

            while (cameFrom.ContainsKey(current))
            {
                // Came_From is a map, where the
                //    key => value relation is real saying
                //    some_node => we_got_there_from_this_node
                if (_debugVis)
                {
                    UnityEngine.Debug.DrawLine(new Vector3(current.data.X, current.data.Y, -2), new Vector3(cameFrom[current].data.X, cameFrom[current].data.Y, -2), Color.green, 3f);
                }

                current = cameFrom[current];
                totalPath.AddLast(current.data);
            }

            // We don't need to have the start tile in the path, because that's where we already are.
            totalPath.RemoveLast();

            // At this point, total_path is a queue that is running
            // backwards from the END Tile to the START Tile, so let's reverse it.
            _path = new LinkedList <Tile>(totalPath.Reverse());
        }